Methods and Systems for Minimizing Pixel Data Transmission in a Network-Based Virtual Reality Media Delivery Configuration

ABSTRACT

An exemplary virtual reality media provider system identifies a viewable pixel data subset and an unviewable pixel data subset within pixel data representative of a set of pixels that constitute a particular scene to be transmitted to a media player device. The media player device includes a head-mounted display screen worn by a user to view the particular scene. The viewable pixel data subset is representative of pixels corresponding to non-overlapping portions of two overlapping shapes arranged on the head-mounted display screen, while the unviewable pixel data subset is representative of pixels corresponding to an overlapping portion of the two overlapping shapes arranged on the head-mounted display screen. The virtual reality media provider system transmits the identified viewable pixel data subset to the media player device, and abstains from transmitting the identified unviewable pixel data subset to the media player device. Corresponding systems and methods are also disclosed.

RELATED APPLICATIONS

This application is a continuation application of U.S. patentapplication Ser. No. 15/141,749, filed Apr. 28, 2016, and entitled“Methods and Systems for Minimizing Pixel Data Transmission in aNetwork-Based Virtual Reality Media Delivery Configuration,” which ishereby incorporated by reference in its entirety.

BACKGROUND INFORMATION

Advances in computing and networking technology have made new forms ofmedia content possible. For example, virtual reality media content isavailable that may immerse viewers (or “users”) into interactive virtualreality worlds that the users may experience by directing theirattention to any of a variety of things being presented in the immersivevirtual reality world at the same time. For example, at any time duringthe presentation of the virtual reality media content, a userexperiencing the virtual reality media content may look around theimmersive virtual reality world in any direction with respect to both ahorizontal dimension (e.g., forward, backward, left, right, etc.) aswell as a vertical dimension (e.g., up, down, etc.), giving the user asense that he or she is actually present in and experiencing theimmersive virtual reality world.

For a user to experience an immersive virtual reality world, a backendserver (e.g., a computing system operated by a virtual reality mediaprovider) may be used to transmit pixel data representative of theimmersive virtual reality world to a media player device associated withthe user over a network. In this type of network-based virtual realitymedia delivery configuration, the media player device may use the pixeldata to render a particular scene (e.g., a particular area of theimmersive virtual reality world that the user is looking at) within theimmersive virtual reality world in substantially real time as the pixeldata is received by the media player device.

Unfortunately, transmitting pixel data representative of the entireimmersive virtual reality world in high resolution may be an inefficientuse of resources and/or may present other technical challenges. Inparticular, transmitting high-resolution pixel data representative ofthe entire immersive virtual reality world may utilize significantresources of the backend server providing the pixel data, the mediaplayer device receiving the pixel data, and/or the network carrying thepixel data.

BRIEF DESCRIPTION OF THE DRAWINGS

The accompanying drawings illustrate various embodiments and are a partof the specification. The illustrated embodiments are merely examplesand do not limit the scope of the disclosure. Throughout the drawings,identical or similar reference numbers designate identical or similarelements.

FIG. 1 illustrates an exemplary configuration in which exemplaryimplementations of a 360-degree camera, a virtual reality media backendserver, and one or more media player devices operate to facilitateminimizing pixel data transmission in a network-based virtual realitymedia delivery configuration according to principles described herein.

FIG. 2 illustrates an exemplary virtual reality experience in which auser is presented with a particular scene within an exemplary immersivevirtual reality world according to principles described herein.

FIG. 3 illustrates an exemplary media player device including anexemplary head-mounted virtual reality device with a head-mounteddisplay screen configured to facilitate experiencing the immersivevirtual reality world of FIG. 2 by a user according to principlesdescribed herein.

FIG. 4 illustrates an exemplary virtual reality media provider systemthat may be used in accordance with methods and systems for minimizingpixel data transmission in a network-based virtual reality mediadelivery configuration according to principles described herein.

FIG. 5 illustrates an exemplary network-based virtual reality mediadelivery configuration of the media player device of FIG. 3 and thevirtual reality media provider system of FIG. 4 according to principlesdescribed herein.

FIG. 6 illustrates an exemplary head-mounted display screen displayingan exemplary set of pixels that constitute a particular scene of animmersive virtual reality world according to principles describedherein.

FIG. 7 illustrates the exemplary head-mounted display screen of FIG. 6with a distinction between a viewable pixel subset included in the setof pixels and an unviewable pixel subset included in the set of pixelsaccording to principles described herein.

FIG. 8 illustrates the exemplary head-mounted display screen of FIG. 6with a distinction between a gaze pixel subset and a peripheral pixelsubset within the viewable pixel subset of FIG. 7 and the unviewablepixel subset of FIG. 7 according to principles described herein.

FIG. 9 illustrates the exemplary head-mounted display screen of FIG. 6with a first patterned pixel subset and a second patterned pixel subsetwithin the peripheral pixel subset of FIG. 8 according to principlesdescribed herein.

FIG. 10 illustrates exemplary pixel interpolation techniques that may beperformed to replace the second patterned pixel subset of FIG. 9according to principles described herein.

FIGS. 11 and 12 illustrate exemplary methods for minimizing pixel datatransmission in a network-based virtual reality media deliveryconfiguration according to principles described herein.

FIG. 13 illustrates an exemplary computing device according toprinciples described herein.

DETAILED DESCRIPTION OF PREFERRED EMBODIMENTS

Methods and systems for minimizing pixel data transmission in anetwork-based virtual reality media delivery configuration are describedherein. For example, as used herein, transmissions of pixel data may be“minimized” by reducing an amount of pixel data being transmitted froman amount of pixel data that may otherwise be transmitted if techniquesfor minimizing pixel data transmissions (e.g., techniques describedherein) were not used. As will be described below, pixel datatransmissions may be minimized in various ways including by reducing(e.g., filtering) a number of pixels represented in transmitted pixeldata, by reducing the amount of pixel data used to represent each pixelrepresented in the transmitted pixel data (e.g., by reducing the pixelresolution, color quality, etc., of one or more of the pixels), or byotherwise reducing the amount of pixel data transmitted in anothersuitable way. In some examples, a minimized pixel data transmission mayinclude transmitting an absolute minimum amount of pixel data (e.g., anabsolute minimum amount of pixel data that may still meet a particularquality threshold). In other examples, a minimized pixel datatransmission may include transmitting a reduced amount of pixel datathat may not represent an absolute minimum amount of pixel data thatcould be transmitted (e.g., to meet the particular quality threshold).In other words, in certain examples, a particular minimized pixel datatransmission may be further minimized (i.e., reduced) by employingdifferent or additional pixel minimizing methods and techniquesdescribed herein and/or as may serve a particular implementation.

To this end, as will be described and illustrated below, a virtualreality media provider system may manage virtual reality world datarepresentative of an immersive virtual reality world. The virtualreality media provider system may receive a request from a media playerdevice by way of a network that interconnects the virtual reality mediaprovider system and the media player device. The request may be for themedia player device to receive a pixel data transmission representativeof a particular scene of the immersive virtual reality world. Forexample, the particular scene may be a part of the immersive virtualreality world that the user is experiencing (e.g., looking at) using ahead-mounted display screen included with the media player device andworn by the user (e.g., as part of a head-mounted virtual reality deviceor headset associated with the media player device), and the request mayinclude motion data representative of the user's head movements as theuser experiences the immersive virtual reality world using thehead-mounted display screen (e.g., by turning his or her head to lookfrom one particular scene to another).

In response to the request for the pixel data transmissionrepresentative of the particular scene, the virtual reality mediaprovider system may identify pixel data included within the virtualreality world data and representative of a set of pixels that constitutethe particular scene. The virtual reality media provider system mayprovide a minimized pixel data transmission representative of theparticular scene to the media player device by way of the network. Forexample, it may be determined that pixel data representative of parts ofthe immersive virtual reality world outside of a particular scene of theimmersive virtual reality world (e.g., a scene being looked at by theuser) may not need to be rendered. Moreover, even some of the pixel datawithin the particular scene may correspond to regions of a displayscreen being used by the user that may be unviewable to the user or maybe perceived by the user at a lower level of detail (e.g., perceived bythe peripheral vision of the user) as the user experiences theparticular scene.

Accordingly, the virtual reality media provider system may provide theminimized pixel data transmission representative of the particular sceneby transmitting a viewable pixel data subset included in the pixel dataand representative of pixels that correspond to one or more regions ofthe head-mounted display screen that are predetermined to be viewable bythe user while the user experiences the immersive virtual reality world,while abstaining from transmitting an unviewable pixel data subsetincluded in the pixel data and representative of pixels that correspondto one or more regions of the head-mounted display screen that arepredetermined to be unviewable by the user while the user experiencesthe immersive virtual reality world.

The immersive virtual reality world may be fully immersive in the sensethat the user may not be presented with any image of the real world inwhich the user is located while the user is experiencing the immersivevirtual reality world, in contrast to certain “augmented reality”technologies. However, while real-world scenery directly surrounding theuser may not be presented together with the immersive virtual realityworld, the immersive virtual reality world may, in certain examples, begenerated based on data (e.g., image and/or audio data) representativeof camera-captured real-world scenery rather than animated orcomputer-generated scenery of imaginary worlds such as those commonlygenerated for video games, animated entertainment programs, and soforth. For example, as will be described in more detail below,camera-captured real-world scenery may include real-world places (e.g.,city streets, buildings, landscapes, etc.), real-world events (e.g.,sporting events, large celebrations such as New Year's Eve or MardiGras, etc.), fictionalized live action entertainment (e.g., virtualreality television shows, virtual reality movies, etc.), and so forth.

A user using the media player device may experience the immersivevirtual reality world by way of a field of view that shows a particularscene within the immersive virtual reality world (e.g., images depictingscenery and objects surrounding the user within the immersive virtualreality world) that may dynamically change based on natural inputreceived from the user as the user experiences the immersive virtualreality world. For example, the media player device may detect userinput (e.g., head movements of the user that shift a position,orientation, etc. of the head-mounted display screen upon which thefield of view is presented) that represents a request to receive a pixeldata transmission representative of a different particular scene (e.g.,scenery and/or objects in a different area) of the immersive virtualreality world. In this way, the field of view may essentially providethe user a “window” through which the user can easily and naturally lookaround the immersive virtual reality world.

Several benefits arise by minimizing pixel data transmission in anetwork-based virtual reality media delivery configuration in this way.For example, by minimizing pixel data transmission by abstaining totransmit pixel data representative of pixels that correspond to one ormore regions of the head-mounted display screen that are predeterminedto be unviewable by the user while the user experiences the immersivevirtual reality world, a backend server associated with the virtualreality media provider system may have a lower processing burden than ifthe server were to continuously transmit pixel data representative ofthe entire immersive virtual reality world or even the entire particularscene that the user is experiencing. This alleviated processing burdenin the server may result in decreased costs of maintaining a virtualreality media backend server and/or in increased output of the backendserver for the virtual reality media provider associated with thebackend server. As such, the backend server may be able to providebetter service and/or may be able to serve more users.

Similarly, by receiving minimized pixel data transmissions from avirtual reality media provider system, a media player device may havesignificantly less processing to perform in order to receive and/orfilter unused data. As a result, the media player device may showincreased responsiveness, better battery life, and/or other benefits.

The minimized pixel data transmissions may also benefit the network overwhich the virtual reality media content may be distributed by using lessof the network's finite bandwidth. Along with using fewer networkresources and allowing for more data to be communicated over thenetwork, the reduced network usage may additionally result in directcost savings for the user, who may be charged based on how much data heor she causes to be sent over the network. For example, the user maysave money and enjoy more network usage without paying excessive feesfor the network usage.

Moreover, all of these benefits may be available with little or nonoticeable effect on the virtual reality experience for the user. Forexample, as will be described in more detail below, the virtual realitymedia provider system may detect certain network conditions between thevirtual reality media provider system and the media player device (e.g.,a current network latency to send and/or receive data, etc.) todetermine if the network conditions are suitable for the minimized pixeldata transmissions to be performed. When network conditions are detectedto be unsuitable (e.g., if the network latency is high enough that theuser would experience an unresponsive lag in moving between particularscenes while experiencing the immersive virtual reality world), thevirtual reality media provider system may automatically begin sendingmore pixel data (e.g., non-minimized pixel data transmissions) to ensurethat the user enjoys a smooth and responsive virtual reality experience.As such, the methods and systems for minimizing pixel data transmissionin a network-based virtual reality media delivery configurationdescribed herein may significantly lower the costs of the virtualreality experience to both the user and the virtual reality mediaprovider with little or no effect on the immersiveness of the virtualreality world to the user experiencing the immersive virtual realityworld.

Various embodiments will now be described in more detail with referenceto the figures. The disclosed methods and systems may provide one ormore of the benefits mentioned above and/or various additional and/oralternative benefits that will be made apparent herein.

FIG. 1 illustrates an exemplary configuration 100 in which exemplaryembodiments of a 360-degree camera, a virtual reality media backendserver, and one or more media player devices operate to facilitateminimizing pixel data transmission in a network-based virtual realitymedia delivery configuration. As shown in FIG. 1, a 360-degree camera102 (“camera 102”) may capture and/or generate a 360-degree image ofreal-world scenery 104 around a center point corresponding to camera102. For example, camera 102 may capture a plurality of images from eachof a plurality of segment capture cameras 106 built into or otherwiseassociated with camera 102, and may generate the 360-degree image ofreal-world scenery 104 by combining the plurality of images captured bysegment-capture cameras 106.

Camera 102 may capture data representative of 360-degree images ofreal-world scenery 104 and transmit the data to a virtual reality mediabackend server 108 (“backend server 108”) by way of a network 110. Afterpreparing and/or processing the data representative of the 360-degreeimages to generate an immersive virtual reality world based on the360-degree images, backend server 108 may transmit data representativeof the immersive virtual reality world to one or more media playerdevices 112 (e.g., media player devices 112-1 through 112-n), and users114 (e.g., users 114-1 through 114-n) may experience the immersivevirtual reality world by way of media player devices 112. Each of theelements of configuration 100 will now be described in detail.

Camera 102 may be set up and/or operated by a virtual reality contentcreator and may include any type of camera that is configured to capturedata representative of a 360-degree image of real-world scenery 104around a center point corresponding to camera 102. As used herein, a360-degree image is any still or video image that depicts thesurroundings (e.g., real-world scenery 104) of a center point (e.g., acenter point associated with the location of camera 102) on all sidesalong at least one dimension. For example, one type of 360-degree imagemay include a panoramic image that depicts a complete 360-degree by45-degree ring around a center point corresponding to a camera (e.g.,camera 102). Another type of 360-degree image may include a sphericalimage that depicts not only the ring around the center point, but anentire 360-degree by 180-degree sphere surrounding the center point onall sides. In certain examples, a 360-degree image may be based on anon-circular geometric structure. For example, certain 360-degree imagesmay be based on cubes, rectangular prisms, pyramids, and/or othergeometric structures that may serve a particular implementation, ratherthan being based on spheres.

Camera 102 may be configured to capture the data representative of the360-degree image of real-world scenery 104 in any way that may serve aparticular implementation. For example, as shown in FIG. 1, camera 102may capture various segments of real-world scenery 104 using segmentcapture cameras 106, which may each capture an image of a single segmentof real-world scenery 104 that may be combined (e.g., stitched together)with other segments to generate the 360-degree image of real-worldscenery 104. In certain examples, segment capture cameras 106 may eachrepresent a single camera unit (e.g., including a lens and suitableimage capture hardware) built into a single 360-degree camera configuredto capture 360-degree images. In other examples, camera 102 may includean array of segment capture cameras 106 that are each a single,standalone camera configured to capture standard images (e.g., imagesdepicting less than a 360-degree view) that may later be combined toform the 360-degree image. In yet other examples, camera 102 may includeone or more “fish-eye” lenses configured to capture a very wide-angleimage (e.g., a spherical image or a semi-spherical image) that can beused as the 360-degree image or processed to generate the 360-degreeimage. Alternatively, camera 102 may include a single, standard camerathat captures and/or combines a plurality of still images of real-worldscenery 104 taken at different points in time (e.g., using a “panoramamode” of the camera or a similar feature) to capture still 360-degreeimages. In certain examples, camera 102 may include one or morestereoscopic cameras. Camera 102 may also use any combination of the360-degree image capture techniques described above or any other capturetechniques that may serve a particular implementation.

Subsequent to capturing raw image data representative of real-worldscenery 104, camera 102 may generate from the raw image data a360-degree image of real-world scenery 104. For example, camera 102 maybe configured to automatically process the raw image data (e.g., bycombining a plurality of images captured by segment capture cameras 106,by processing images captured by a fish-eye lens, etc.) to form the360-degree image, and then may transmit data representative of the360-degree image to backend server 108. Alternatively, camera 102 may beconfigured to transmit the raw image data directly to backend server108, and any processing and/or combining of the raw image data may beperformed within backend server 108.

Camera 102 may capture any real-world scenery 104 that may serve aparticular embodiment. For example, real-world scenery 104 may includeany indoor or outdoor real-world location such as the streets of a city,a museum, a scenic landscape, a satellite orbiting and looking down uponthe Earth, the surface of another planet, or the like. Real-worldscenery 104 may further include certain events such as a stock car race,a football game or other sporting event, a large-scale party such as NewYear's Eve on Times Square in New York City, or other events that mayinterest potential users. In certain examples, real-world scenery 104may be a setting for a fictionalized event, such as a set of alive-action virtual reality television show or movie.

In some implementations, capturing real-world scenery 104 using camera102 may be optional. For example, a 360-degree image of scenerysurrounding a center point may be completely computer-generated (e.g.,animated) based on models of an imaginary world rather than capturedfrom real-world scenery 104 by camera 102. As such, camera 102 may beomitted in certain examples.

Backend server 108 may comprise a server or other computing deviceassociated with (e.g., provided and/or managed by) a virtual realitymedia service provider (e.g., a network service provider, a cableservice provider, a satellite service provider, an Internet serviceprovider, a provider of virtual reality mobile applications, etc.) andmay be configured to provide virtual reality media content to users(e.g., subscribers of a virtual reality media content service, users whodownload or otherwise acquire virtual reality mobile applications, etc.)by way of media player devices 112. To this end, backend server 108 mayreceive, generate, process, and/or maintain data representative ofvirtual reality media content. For example, backend server 108 may beconfigured to receive camera-captured data (e.g., video data captured bycamera 102) representative of a 360-degree image of real-world scenery104 around a center point corresponding to camera 102. If thecamera-captured data is raw image data (e.g., image data captured byeach of segment capture cameras 106 that has not been combined into a360-image), backend server 108 may unwrap, combine (i.e., stitchtogether), or otherwise process the raw image data to form the360-degree image representative of real-world scenery 104.

Based on the camera-captured data representative of real-world scenery104 (e.g., the 360-degree image), backend server 108 may generate andmaintain virtual reality world data representative of an immersivevirtual reality world that may be experienced by a user. For example,backend server 108 may generate a three-dimensional (“3D”) model of theimmersive virtual reality world where virtual objects may be presentedalong with projections of real-world scenery 104 to a user experiencingthe immersive virtual reality world. To generate the immersive virtualreality world, backend server 108 may perform video transcoding,slicing, orchestration, modeling, and/or any other processing that mayserve a particular embodiment.

Subsequent to or concurrent with generating one or more immersivevirtual reality worlds associated with one or more virtual reality mediacontent instances (also referred to herein as “virtual reality mediacontent programs”), backend server 108 may provide access to the virtualreality media content programs for users such as subscribers of avirtual reality media content service operated by the virtual realitymedia provider and/or users who download or otherwise acquire virtualreality mobile applications provided by the virtual reality mediaprovider. To this end, backend server 108 may provide, responsive touser input from users of media player devices 112, pixel datarepresentative of sets of pixels that constitute particular scenes ofthe immersive virtual reality world to be rendered by media playerdevices 112. For example, as will be described in more detail below,backend server 108 may provide a minimized pixel data transmissionrepresentative of a particular scene.

More specifically, providing a minimized pixel data transmission mayinclude transmitting a viewable pixel data subset included in the pixeldata and representative of pixels that correspond to one or more regionsof a head-mounted display screen of one of media player devices 112 thatare predetermined to be viewable by the user while the user experiencesthe immersive virtual reality world. Additionally, providing theminimized pixel data transmission may include abstaining fromtransmitting an unviewable pixel data subset included in the pixel dataand representative of pixels that correspond to one or more regions ofthe head-mounted display screen that are predetermined to be unviewableby the user while the user experiences the immersive virtual realityworld. Examples of viewable pixel data subsets and unviewable pixel datasubsets will be described in more detail below.

Camera 102, backend server 108, and media player devices 112 maycommunicate with one another using any suitable communicationtechnologies, devices, media, and/or protocols supportive of datacommunications, including, but not limited to, socket connections,Ethernet, data bus technologies, data transmission media, communicationdevices, Transmission Control Protocol (“TCP”), Internet Protocol(“IP”), File Transfer Protocol (“FTP”), Telnet, Hypertext TransferProtocol (“HTTP”), HTTPS, Session Initiation Protocol (“SIP”), SimpleObject Access Protocol (“SOAP”), Extensible Mark-up Language (“XML”) andvariations thereof, Real-Time Transport Protocol (“RTP”), User DatagramProtocol (“UDP”), Global System for Mobile Communications (“GSM”)technologies, Code Division Multiple Access (“CDMA”) technologies,Evolution Data Optimized Protocol (“EVDO”), 4G Long Term Evolution(“LTE”), Voice over IP (“VoIP”), Voice over LTE (“VoLTE”), WiMax, TimeDivision Multiple Access (“TDMA”) technologies, Short Message Service(“SMS”), Multimedia Message Service (“MMS”), radio frequency (“RF”)signaling technologies, wireless communication technologies (e.g.,Bluetooth, Wi-Fi, etc.), in-band and out-of-band signaling technologies,and other suitable communications technologies.

Network 110 may include any provider-specific network (e.g., a cable orsatellite carrier network or a mobile telephone network), the Internet,wide area network, or any other suitable network. Data may flow betweencamera 102, backend server 108, and media player devices 112 by way ofnetwork 110 using any communication technologies, devices, media, andprotocols as may serve a particular implementation. While only onenetwork 110 is shown to interconnect camera 102, backend server 108, andmedia player devices 112 in FIG. 1, it will be recognized that thesedevices and systems may intercommunicate by way of multipleinterconnected networks as may serve a particular implementation.

Media player devices 112 may be used by users 114 to access andexperience virtual reality media content received from backend server108. To this end, media player devices 112 may each include or beimplemented by any device capable of presenting a field of view of animmersive virtual reality world and detecting user input from a user(e.g. one of users 114) to dynamically change the particular scenedisplayed within the field of view as the user experiences the immersivevirtual reality world. For example, media player devices 112 may includeor be implemented by a head-mounted virtual reality device (e.g., avirtual reality gaming device) that includes a head-mounted displayscreen, a personal computer device (e.g., a desktop computer, laptopcomputer, etc.), a mobile or wireless device (e.g., a smartphone, atablet device, a mobile reader, etc.), or any other device orconfiguration of devices that may serve a particular implementation tofacilitate receiving and/or presenting virtual reality media content.Different types of media player devices 112 (e.g., head-mounted virtualreality devices, personal computer devices, mobile devices, etc.) mayprovide different types of virtual reality experiences having differentlevels of immersiveness for users 114. Additionally, as will be madeapparent below, methods and systems for minimizing pixel datatransmission described herein may be particularly optimized for certaintypes (e.g., form factors) of media player devices 112, such as mediaplayer devices 112 that include head-mounted display screens (e.g.,tethered or untethered media player devices employing head-mountedvirtual reality devices (i.e., virtual reality headsets), mobile devicesmounted to the head of the user by an apparatus such as a cardboardapparatus, etc.).

Media player devices 112 may be configured to allow users 114 to selectrespective virtual reality media content programs that users 114 maywish to experience on their respective media player devices 112. Incertain examples, media player devices 112 may download virtual realitymedia content programs that users 114 may experience offline (e.g.,without an active connection to backend server 108). In other examples,media player devices 112 may request and receive data streamsrepresentative of virtual reality media content programs that users 114experience while media player devices 112 remain in active communicationwith backend server 108 by way of network 110.

To facilitate users 114 in experiencing virtual reality media content,each of media player devices 112 may include or be associated with atleast one display screen (e.g., a head-mounted display screen built intoa head-mounted virtual reality device or a display screen of a mobiledevice mounted to the head of the user with an apparatus such as acardboard apparatus) upon which particular scenes of an immersivevirtual reality world may be displayed. Media player devices 112 mayalso include software configured to receive, maintain, and/or processdata representative of the immersive virtual reality world to presentthe particular scenes of the immersive virtual reality world on thedisplay screens of the media player devices. For example, media playerdevices 112 may include dedicated, standalone software applications(e.g., mobile applications) configured to process and present datarepresentative of immersive virtual reality worlds on the displays. Inother examples, the software used to present the particular scenes ofthe immersive virtual reality worlds may include non-dedicated softwaresuch as standard web browser applications.

FIG. 2 illustrates an exemplary virtual reality experience 200 in whicha user 202 is presented with an exemplary field of view 204 thatdisplays a particular scene 206 of an exemplary immersive virtualreality world 208. User 202 may experience immersive virtual realityworld 208 (“world 208”) by providing user input to dynamically changefield of view 204 to display whatever particular scene within world 208(e.g., particular area or part of world 208) that user 202 wishes toview. For example, the user input provided by user 202 may includemotions (e.g., head motions) by which user 202 looks around world 208 atother scenes within world 208 other than particular scene 206. Morespecifically, for media player devices 112 incorporating particularsensors (e.g., motion, directional, and/or orientation sensors) such asa mobile device or a head-mounted virtual reality device with ahead-mounted display screen, the user input may include a change to anorientation of the display screen of the media player device 112 withrespect to at least one axis of at least two orthogonal axes.

For example, the media player device may be configured to sense changesin orientation of the display screen with respect to an x-axis, ay-axis, and a z-axis that are all orthogonal to one another. As such,the media player device 112 may be configured to detect the change tothe orientation of the display screen as user 202 experiences world 208,and in response, may transmit a request to receive a pixel datatransmission of a particular scene of world 208 that is determined to bevisible from a viewpoint of user 202 within world 208 according to thedetected change to the orientation of the display screen with respect tothe at least one axis. For example, the request to receive the pixeldata transmission may include or may take the form of motion datarepresentative of head motions of user 202 detected by the motion,directional, and/or orientation sensors. For other types of media playerdevices 112 (e.g., a personal computer and/or a mobile device, this userinput may include a mouse movement, navigation key input from akeyboard, a swipe gesture, or the like.

To illustrate, FIG. 2 shows that particular scene 206 may includereal-world scenery depicting a beach with palm trees and a surfboard.User 202 may provide user input to a media player device by which user202 is experiencing world 208 (e.g., one of media player devices 112) toindicate that user 202 wishes to look to the left of particular scene206 currently displayed within field of view 204. For example, user 202may change the orientation of the display screen with respect to ay-axis by rotating his or her head to the left while wearing ahead-mounted virtual reality device with a head-mounted display screen.In response, the real-world scenery (i.e., the palm trees, thesurfboard, etc.) may scroll to the right across field of view 204 togive user 202 a sensation that he or she is turning to look to the leftin world 208. As particular scene 206 scrolls off the right side offield of view 204, a new particular scene (not explicitly shown in FIG.2) smoothly scrolls onto the left side of field of view 204. In thisway, user 202 may provide user input to cause field of view 204 topresent any particular scene or part of world 208 that user 202 desires.

In FIG. 2, world 208 is illustrated as a semi-sphere, indicating thatuser 202 may look in any direction that is substantially forward,backward, left, right, and/or up. However, if user 202 directs field ofview 204 down, world 208 may not include dynamic and/or real-worldscenery to be presented within field of view 204. For example, if world208 includes a dynamic immersive virtual reality world (i.e., using a360-degree video image), field of view 204 may present a still imagerepresentative of the ground of world 208. In other examples, field ofview 204 may present nothing (i.e., a black screen), a menu, one or morevirtual objects, or any other suitable image that may serve a particularimplementation. In other examples, world 208 may include an entire360-degree by 180-degree sphere so that every direction in which user202 may direct field of view 204 is associated with dynamic and/orreal-world scenery of world 208.

As shown in FIG. 2, world 208 may appear to surround a center point 210associated with user 202. In some embodiments, center point 210 maycorrespond to a location of a camera (e.g., camera 102) used to capturethe real-world scenery of world 208 (e.g., including particular scene206). As such, center point 210 may be static or may move through world208 in a way that user 202 is unable to control (e.g. moving throughworld 208 in a same manner as camera 102 moved through real-worldscenery 104 during the creation of the virtual reality media content).In other embodiments, user 202 may be able to provide input to modifywhere center point 210 is located within world 208. For example, user202 may hop from one center point to another (e.g., corresponding towhere each of a plurality of 360-degree cameras captured 360-degreeimages) within world 208 or cause center point 210 to move continuouslywithin world 208. While center point 210 is illustrated at the feet ofuser 202 for simplicity of illustration, it will be understood thatcenter point 210 may actually be located at the eye level of user 202.

As mentioned above, different types (i.e., form factors) of media playerdevices 112 may provide different experiences for user 202 by presentingfield of view 204 of world 208 in different ways, by receiving userinput from user 202 in different ways, and so forth. As furthermentioned, the methods and systems for minimizing pixel datatransmission described herein may be particularly well-optimized for amedia player device configured to be mounted on the user's head in frontof the user's eyes (e.g., a mobile device) or that otherwise includes ahead-mounted virtual reality device (e.g., headset) with a head-mounteddisplay screen.

To illustrate, FIG. 3 shows an exemplary media player device 300including an exemplary head-mounted virtual reality device 302 with atleast one head-mounted display screen 304 (e.g., display screens 304-1and 304-2) configured to facilitate experiencing the world 208 by user202. Media player device 300 may be similar or the same as other mediaplayer devices described herein (e.g., media player devices 112) and maybe associated with (e.g., include) a head-mounted display screen asillustrated by display screens 304. In some examples, media playerdevice 300 may include a tethered device configuration wherehead-mounted virtual reality device 302 with head-mounted displayscreens 304 are separate from and communicatively coupled with one ormore processing modules and/or other components of media player device300. In other examples, media player device 300 may include anall-in-one device configuration where all of the processing, sensors,display screens, and other parts of media player device 300 are builttogether into head-mounted virtual reality device 302.

As shown, head-mounted virtual reality device 302 may be mounted on thehead of user 202 and arranged so that each of the eyes of user 202 seesa distinct display screen 304 (i.e., display screen 304-1 and 304-2) ora distinct portion 304-1 and 304-2 of a single display screen 304 thatis split to include the distinct portions within head-mounted virtualreality device 302. In some examples, a single display screen 304 thatis not split to include distinct portions 304-1 and 304-2 may bepresented and shared by both eyes of user 202.

In certain examples, as shown, display screens 304 (or display screenportions 304) within head-mounted virtual reality device 302 may beconfigured to display slightly different versions of field of view 204(e.g., stereoscopic versions of field of view 204 that may be capturedby one or more stereoscopic cameras) to give user 202 the sense thatworld 208 is three-dimensional. Display screens 304 may also beconfigured to display particular scene 206 such that particular scene206 fills the peripheral vision of user 202, providing even more of asense of realism to user 202. Moreover, head-mounted virtual realitydevice 302 may include motion sensors (e.g., accelerometers),directional sensors (e.g., magnetometers), orientation sensors (e.g.,gyroscopes), and/or other suitable sensors to detect natural movements(e.g., head movements) of user 202 as user 202 experiences world 208.Thus, user 202 may provide input indicative of a desire to move field ofview 204 in a certain direction and by a certain amount in world 208 bysimply turning his or her head in that direction and by that amount. Assuch, media player device 300 may provide user 202 with a natural andhands-free experience that does not require any physical console controlto experience the immersive virtual reality world.

As another example of a media player device, a mobile device having adisplay screen may be used by user 202 to experience world 208. Mobiledevices may be extremely ubiquitous, potentially providing access tomany more people than dedicated head-mounted virtual reality devices.However, because many mobile devices are equipped with motion sensors,directional sensors, orientation sensors, etc., mobile devices may alsobe configured to provide user 202 with an immersive experiencecomparable to that provided by dedicated media player devices thatinclude head-mounted virtual reality devices. For example, a mobiledevice may be configured to divide a display screen of the mobile deviceinto two versions (e.g., stereoscopic versions) of field of view 204 andto present particular scene 206 to fill the peripheral vision of user202 when the mobile device is mounted to the head of user 202 using arelatively inexpensive and commercially-available mounting apparatus(e.g., a cardboard apparatus having a lens for each eye of user 202).

While examples of certain media player devices have been described, theexamples are illustrative and not limiting. A media player device mayinclude any suitable device and/or configuration of devices configuredto facilitate receipt and presentation of virtual reality media contentaccording to principles described herein. As another example, ahead-mounted virtual reality media player device or other media playerdevice may be used in conjunction with a virtual reality controller suchas a wearable controller (e.g., a ring controller) and/or a handheldcontroller.

FIG. 4 illustrates an exemplary virtual reality media provider system400 (“system 400”) configured to minimize pixel data transmission in anetwork-based virtual reality media delivery configuration. As shown,system 400 may include, without limitation, a management facility 402and a storage facility 404 selectively and communicatively coupled toone another. It will be recognized that although facilities 402 and 404are shown to be separate facilities in FIG. 4, facilities 402 and 404may be combined into fewer facilities, such as into a single facility,or divided into more facilities as may serve a particularimplementation.

System 400 may be implemented by or may include one or more devicesand/or systems described above in relation to FIG. 1. For example,system 400 may be implemented entirely by backend server 108. In certainembodiments, camera 102, components of network 110, components of mediaplayer devices 112, and/or one or more other computing devices (e.g.,servers) may also serve to implement at least certain components and/oroperations of system 400. As will be described in more detail below,system 400 may manage (e.g., receive, maintain, pass through, etc.),and/or provide (e.g., transmit) virtual reality world data to mediaplayer devices such as media player device 300, described above inrelation to FIG. 3.

Storage facility 404 may maintain virtual reality world data 406received, generated, managed, maintained, used, and/or transmitted bymanagement facility 402. Virtual reality world data 406 may includepixel data representative of particular scenes within world 208 (e.g.,data representative of one or more 360-degree images that includeparticular scene 206 shown in FIG. 2), data representative of one ormore virtual objects that may be presented within world 208, data usedto identify pixel data representative of a set of pixels that constitutea particular scene, data used to identify viewable pixel data subsetsrepresentative of pixels that correspond to one or more regions of ahead-mounted display screen (e.g., head-mounted display screens 304)that are predetermined to be viewable by user 202 while user 202experiences the immersive virtual reality world, data used to identifyunviewable pixel data subsets representative of pixels that correspondto one or more regions of a head-mounted display screen (e.g.,head-mounted display screens 304) that are predetermined to beunviewable by user 202 while user 202 experiences the immersive virtualreality world, motion data received from media player device 300, dataused to track the location of field of view 204, data used to presentand/or render a particular scene to be presented within field of view204, and/or any other data that may serve a particular implementation.

Management facility 402 may perform any suitable operations forminimizing pixel data transmission in a network-based virtual realitymedia delivery configuration between system 400 and one or more mediaplayer devices (e.g., media player device 300). For example, as will bedescribed in more detail below, management facility 402 may receive arequest from media player device 300 for media player device 300 toreceive a pixel data transmission representative of a particular sceneof an immersive virtual reality world, identify pixel data includedwithin virtual reality world data 406 and representative of a set ofpixels that constitute the particular scene, and provide to media playerdevice 300 by way of a network a minimized pixel data transmissionrepresentative of the particular scene. Exemplary operations that may beperformed by system 400 (i.e., management facility 402) will bedescribed below.

To illustrate how system 400 may facilitate minimizing pixel datatransmission in a network-based virtual reality media deliveryconfiguration, various examples will now be provided. In particular, theexamples below illustrate an exemplary network-based virtual realitymedia delivery configuration (see FIG. 5), an exemplary head-mounteddisplay screen displaying an exemplary set of pixels that constitute aparticular scene of an immersive virtual reality world (see FIG. 6), anexemplary viewable pixel subset and an exemplary unviewable pixel subset(see FIG. 7), an exemplary gaze pixel subset and an exemplary peripheralpixel subset (see FIG. 8), exemplary patterned pixel subsets (see FIG.9), and exemplary pixel interpolation techniques (see FIG. 10).

FIG. 5 illustrates an exemplary network-based virtual reality mediadelivery configuration 500 of media player device 300 and system 400.Specifically, as shown in configuration 500, media player device 300 isbeing used by user 202 (e.g., to experience an immersive virtual realityworld such as world 208, described above in FIG. 2) and iscommunicatively coupled to system 400 via a network 502. Network 502 maybe the same or similar to network 110, described above in relation toFIG. 1.

Because, as mentioned above, system 400 may manage virtual reality worlddata 406 within storage facility 404, system 400 may receive, by way ofnetwork 502, a request 504 from media player device 300 for media playerdevice 300 to receive a pixel data transmission representative of aparticular scene of an immersive virtual reality world represented byvirtual reality world data 406. Request 504 may take any form that mayserve a particular implementation. For example, request 504 may includeparameters (e.g., positional coordinates) precisely defining an area ofthe immersive virtual reality world where the particular scene desiredby user 202 is occurring. Additionally or alternatively, request 504 mayinclude motion data (e.g., head motion data) such as an indication thatuser 202 turned his or her head to the left a certain number of degreesand up a certain number of degrees from the previous head position sent.In other examples, request 504 may include other data indicative of userinput that media player device 300 has received from user 202 and/or aparticular scene (e.g., area of the immersive virtual reality world)user 202 has most recently indicated that he or she would like to viewas may serve a particular implementation.

In response to receiving request 504, system 400 may identify pixel data(e.g., included within virtual reality world data 406) that representsof a set of pixels that constitute the particular scene requested inrequest 504. Additionally, in certain examples, system 400 may use datareceived from media player device 300 (e.g., motion data associated withrequest 504 and/or other data received from media player device 300 overnetwork 502) and/or other data stored within storage facility 404 topredict a particular scene that user 202 will request in the future(e.g., a few seconds into the future) and to begin identifying pixeldata that represents a second set of pixels that constitute the one ormore additional scene that are predicted to soon be requested. In someexamples, the particular scenes may overlap (e.g., if user 202 graduallymoves his or her head within the immersive virtual reality world) suchthat one particular scene may share most of the pixel data included in aprevious particular scene. As such, system 400 may incrementally loadpixel data corresponding to portions of the immersive virtual realityworld in a direction that user 202 is predicted to look.

System 400 may predict where user 202 will look next in any way that mayserve a particular embodiment. For example, predictions may be based onmotion data received from media player device 300 (e.g., by predictingthat user 202 will continue turning his or her head in a direction hisor her head is currently turning). Additionally or alternatively,predictions may be based on events occurring (or known by system 400 tobe imminent) within the immersive virtual reality world (e.g., an objectlikely to draw the attention of user 202 will appear or a sound likelyto draw attention will be made). In certain implementations, system 400may include heuristic data for a particular virtual reality mediaprogram that indicates, with respect to the passage of time within thevirtual reality media program, what particular scenes previous users toexperience the immersive virtual reality world associated with thevirtual reality media program have directed attention to. Accordingly,such heuristic data may be used in conjunction with or instead of othertypes of data described above to predict a particular scene user 202 islikely to request in the future.

Once system 400 identifies the pixel data representative of the set ofpixels constituting the particular scene requested in request 504 (e.g.,including by predicting the particular scene in advance), system 400 mayprovide a minimized pixel data transmission 506 representative of theparticular scene to media player device 300 over network 502. Minimizedpixel data transmission 506 may include any pixel data that may serve aparticular embodiment. For example, if network conditions (e.g., networklatency, speed, etc.) permit, minimized pixel data transmission 506 mayinclude a viewable subset of the set of pixels that constitute theparticular scene while not including an unviewable subset of the set ofpixels. Specifically, system 400 may transmit a viewable pixel datasubset included in the pixel data and representative of pixels thatcorrespond to one or more regions of the head-mounted display screenthat are predetermined to be viewable by the user while the userexperiences the immersive virtual reality world, and abstain fromtransmitting an unviewable pixel data subset included in the pixel dataand representative of pixels that correspond to one or more regions ofthe head-mounted display screen that are predetermined to be unviewableby the user while the user experiences the immersive virtual realityworld. Examples of viewable pixels and unviewable pixels associated withthe viewable pixel data subset and the unviewable pixel data subset willdescribed and illustrated below.

As mentioned above, transmitting minimized pixel data transmission 506may improve the efficiency of system 400, media player device 300, andnetwork 502 as long as network conditions such as network latencybetween system 400 and media player device 300 are such that mediaplayer device 300 receives requested pixel data in a timely fashionwithout undue lag. If proper network conditions such as network latencyare not met, however, it may be desirable for system 400 to transmitmore pixel data to media player device 300 (e.g., up to and includingpixel data representative of an entirety of the immersive virtualreality world) so that media player device 300 will have pixel dataneeded to display a requested particular scene for user 202 responsivelyand without undesirable lag as user 202 experiences the immersivevirtual reality world.

To this end, system 400 may detect a network condition (e.g., networklatency, network throughput, etc.) associated with a connection betweensystem 400 and media player device 300 by way of network 502 prior tothe providing of minimized pixel data transmission 506. Then, based onthe detected network condition (e.g., if the network latency is below apredetermined threshold, if the network throughput is above apredetermined threshold, etc.), system 400 may provide minimized pixeldata transmission 506 as described above.

Similarly, in the same or other examples, system 400 may detect thenetwork condition associated with the connection between system 400 andmedia player device 300 by way of network 502 concurrent with (e.g., atthe same time as) the transmitting of minimized pixel data transmissionsrepresentative of the particular scene (e.g., after minimized pixel datatransmission 506 and/or other minimized pixel data transmissions havebegun to be transmitted or have been transmitted). As long as thenetwork condition meets one or more predetermined thresholds (e.g.,network latency below a predetermined threshold, network throughputabove a predetermined threshold, etc.), system 400 may continuetransmitting minimized pixel data transmissions based on requestsreceived from media player device 300. However, if the network conditionfails to meet the one or more predetermined thresholds, system 400 maycease abstaining from transmitting the unviewable pixel data subset. Inother words, based on the detecting of the network condition, system 400may begin transmitting the unviewable pixel data subset and possiblyother pixel data (e.g., up to an including pixel data representative ofan entirety of the immersive virtual reality world) along with theviewable data pixel subset until the network condition again meets thepredetermined thresholds such that minimized pixel data transmission 506may be transmitted without risk of user 202 experiencing anon-responsive or lagging immersive virtual reality world.

FIG. 6 illustrates an exemplary head-mounted display screen displayingan exemplary set of pixels that constitute a particular scene of animmersive virtual reality world. More specifically, a head-mounteddisplay screen 600 may be divided into two portions 602-1 and 602-2 thatmay each include a set of pixels 604. As illustrated by a dividing line606, portions 602-1 and 602-2 of display screen 600 may be dividedapproximately in half such that portions 602-1 and 602-2 each displaypixels 604 that constitute the same particular scene (e.g., particularscene 206 as described above in relation to FIG. 2) or stereoscopicversions of the same particular scene. Dividing line 606 may actually berepresented on display screen 600 by one or more rows of pixels asshown, may not actually be represented on display screen 600, or mayrepresent a division between two separate display screens in embodimentswhere there are separate display screens dedicated to each eye of user202 rather than a single shared display screen such as illustrated bydisplay screen 600. It is noted that for illustrative purposes, pixels604 are not drawn to scale with display screen 600 and/or with therepresentation of the particular scene shown. In certain embodimentsmore or fewer pixels 604 may be included on display screen 600 and/oreach of pixels 604 may be representative of a plurality of pixels.

FIG. 7 illustrates display screen 600 with a distinction between aviewable pixel subset 702 included in the set of pixels 604 and anunviewable pixel subset 704 included in the set of pixels 604. Asmentioned above, system 400 may provide minimized pixel datatransmission 506 to media player device 300 by transmitting a viewablepixel data subset that corresponds to one or more regions of ahead-mounted display screen that are predetermined to be viewable byuser 202 while user 202 experiences the immersive virtual reality world.Viewable pixel subset 702 illustrates pixels that correspond to thisviewable pixel data subset for display screen 600. Specifically, asshown by viewable pixel subset 702 (i.e., the white pixels withindisplay screen 600), the one or more regions of display screen 600 thatare predetermined to be viewable by the user may include non-overlappingportions of two overlapping shapes (e.g., rounded or circular shapes)arranged on display screen 600. In particular, due to a configuration oflenses within a head-mounted virtual reality device that includesdisplay screen 600, a relative size of display screen 600, a distancefrom display screen 600 to the lenses and/or from the lenses to the eyesof user 202 when user 202 is wearing display screen 600, and/or one ormore other factors, it may be predetermined that user 202 will only beable to view viewable pixel subset 702 when properly wearing displayscreen 600. Other pixels 604 not included within viewable pixel subset702 may be impossible or difficult for the user to view.

In certain examples, the one or more regions of display screen 600 thatare predetermined to be viewable by the user may include a first set ofregions defined by a predetermined mask. For example, the predeterminedmask may be determined based on a characteristic of display screen 600,a user profile associated with the user, pixel data representative ofthe set of pixels that constitute the particular scene, and/or with anyother factor as may serve a particular implementation. As such, thepredetermined mask may be used to designate the pixels illustrated inviewable pixel subset 702 as viewable by the user regardless of whichpixels may or may not actually be viewable to any particular usable.

Similarly, unviewable pixel subset 704 may illustrate pixels thatcorrespond to the unviewable pixel data subset for display screen 600.Specifically, as shown by unviewable pixel subset 704 (i.e., the blackpixels within display screen 600), the one or more regions of displayscreen 600 that are predetermined to be unviewable by the user mayinclude overlapping portions of the two overlapping shapes (i.e. such asillustrated by the narrow region in the middle of display screen 600) aswell as regions of display screen 600 bordering an outer boundary ofdisplay screen 600 and exterior to the two overlapping shapes (i.e.,such as illustrated by the corner regions and the central top and bottomregions of display screen 600). In particular, due to a configuration ofdisplay screen 600 in relation to lenses and to the eyes of user 202 asdescribed above, it may be predetermined that it will be impossible ordifficult for the user to view unviewable pixel subset 704 when properlywearing display screen 600.

In certain examples, the one or more regions of display screen 600 thatare predetermined to be unviewable by the user may include a second setof regions defined by the predetermined mask described above (e.g., adifferent set of regions than those defined for the first set of regionsdescribed above). As described above, the predetermined mask may bedetermined based on a characteristic of display screen 600, a userprofile associated with the user, pixel data representative of the setof pixels that constitute the particular scene, and/or with any otherfactor as may serve a particular implementation. Thus, the predeterminedmask may be used to designate the pixels illustrated in unviewable pixelsubset 704 as unviewable by the user regardless of which pixels may ormay not actually be viewable to any particular usable.

As shown in FIG. 7, the overlapping shapes may be circular. However, incertain embodiments, other shapes may be used as may serve a particularembodiment. For example, certain implementations may employ a barreldistortion to the pixel data represented by pixels 604 to offset orcompensate for distortion that is anticipated to be caused by doublyconvex lenses in a head-mounted virtual reality device housing displayscreen 600. As such, the shapes may be a barrel shape (i.e., similar toa square or rectangle whose edges are “bulging” outwards) or any othershape that may serve a particular embodiment.

Additionally, in certain examples (not explicitly shown in FIG. 7),there may be one or more additional regions (e.g., regions around theoutside of the shapes, near the edge of display screen 600) that arepredetermined to be unviewable by user 202 while user 202 experiencesthe immersive virtual reality world, but which may correspond to anadditional pixel data subset that is nonetheless transmitted along withpixel data corresponding to viewable pixel subset 702 (i.e., rather thanbeing abstained from being transmitted along with pixel datacorresponding to unviewable pixel subset 704). For example, theadditional pixel data subset may help provide media player device 300with sufficient pixel data to display a requested particular scene withminimal or no delay when user 202 begins to shift the field of view to anew particular scene of the immersive virtual reality world and whilemedia player device 300 requests additional pixel data and waits toreceive the additional pixel data from system 400.

FIG. 8 illustrates display screen 600 with a distinction between a gazepixel subset 802 and a peripheral pixel subset 804 within viewable pixelsubset 702, along with unviewable pixel subset 704, as described abovein relation to FIG. 7. In addition to (or in place of) minimizing pixeldata transmission by transmitting a viewable pixel data subset (i.e.,pixel data corresponding to viewable pixel subset 702) and abstainingfrom transmitting an unviewable pixel data subset (i.e., pixel datacorresponding to unviewable pixel subset 704), system 400 may performadditional or alternative operations to further minimize (e.g., reduce)pixel data transmission to media player device 300.

For example, system 400 may identify (e.g., in response to receivingrequest 504 from media player device 300) a gaze region of displayscreen 600 that is located within the one or more regions of displayscreen 600 that are predetermined to be viewable by user 202 while user202 experiences the immersive virtual reality world (e.g., correspondingto viewable pixel subset 702) and that is associated with a direct gazeof user 202. System 400 may identify the gaze region in any way thatserves a particular embodiment. For example, system 400 may designateone or more static regions (e.g., circular static regions locateddirectly in front of the eyes of user 202 when user 202 is wearingdisplay screen 600) as the gaze region. In other examples, system 400may receive eye tracking data representative of eye movements of user202 as user 202 experiences the immersive virtual reality world frommedia player device 300 by way of network 502 (e.g., as part of request504). System 400 may then identify the gaze region dynamically based onthe received eye tracking data representative of the eye movements ofthe user. In certain examples, identifying the gaze region based on theeye tracking data may be more accurate (i.e., more true to where thegaze of the user is actually directed) than by designating staticregions.

Similarly, system 400 may further identify (e.g., in response toreceiving request 504 from media player device 300) a peripheral regionof display screen 600 that is also located within the one or moreregions of display screen 600 that are predetermined to be viewable byuser 202 (e.g., corresponding to viewable pixel subset 702) and that isassociated with a peripheral vision of user 202 such that user 202perceives a higher level of detail within the gaze region than withinthe peripheral region. As with the gaze region discussed above, system400 may identify the peripheral region by designating predeterminedstatic regions of display screen 600 (e.g., annular regions surroundingthe gaze region), by using eye tracking data to dynamically (and, insome examples, more accurately) identify the peripheral region, and/orby any other technique that may serve a particular embodiment.

In FIG. 8, gaze pixel subset 802 may illustrate pixels that correspondto a gaze region identified by system 400 for display screen 600.Specifically, as shown by gaze pixel subset 802 (i.e., the white pixelswithin display screen 600), static areas directly in front of the eyesof user 202 when user 202 wears display screen 600 may be identified(e.g., designated) by system 400 as the gaze region. Similarly,peripheral pixel subset 804 may illustrate pixels that correspond to aperipheral region for display screen 600. Specifically, as shown byperipheral pixel subset 804, (i.e. the partially shaded pixels withindisplay screen 600), annular static areas surrounding gaze pixel subset802 may be identified (e.g., designated) by system 400 as the gazeregion.

Once system 400 identifies the gaze region and the peripheral region,system 400 may transmit a minimized pixel data transmission byidentifying a gaze pixel data subset including pixels corresponding tothe gaze region (i.e., pixel data corresponding to gaze pixel subset802), identifying a peripheral pixel data subset including pixelscorresponding to the peripheral region (i.e., pixel data correspondingto peripheral pixel subset 804), converting the peripheral pixel datasubset from a high resolution to a low resolution (e.g., a resolutionlower than the high resolution), transmitting the gaze pixel data subsetat the high resolution, and transmitting the peripheral pixel datasubset at the low resolution. As described above, system 400 may, insome examples, still abstain from transmitting the unviewable pixel datasubset corresponding to unviewable pixel subset 704.

Because data transmitted at the low resolution may include less detail(i.e., corresponding to less data) than data transmitted at the highresolution, system 400 may minimize the pixel data transmission evenfurther using operations described in relation to FIG. 8, as compared tothe operations described in relation to FIG. 7 (e.g., where all ofviewable pixel data subset 702 may be transmitted at the highresolution). However, because the pixel data transmitted at the lowresolution (i.e., pixel data corresponding to peripheral pixel subset804) may only be seen by user 202 in the peripheral vision of user 202,where user 202 may perceive a lower level of detail as compared to hisor her perception of images under his or her direct gaze, user 202 maynot perceive, notice, or be bothered or distracted by the lower qualityof the image presented in the peripheral region.

Applying a similar technique, in certain examples, system 400 mayidentify a plurality of peripheral regions (e.g., regions in concentriccircles going outward from the gaze region) associated with pixel datathat may be transmitted at increasingly lower resolutions to minimizepixel data transmission even further. For example, the plurality ofperipheral regions may be transmitted at increasingly lower resolutionsas they go outward (i.e., getting farther from the gaze region) untilreaching the one or more regions of display screen 600 that arepredetermined to be unviewable (i.e., the regions of display screen 600corresponding to unviewable pixel subset 704), for which no pixel datamay be transmitted.

FIG. 9 illustrates display screen 600 with a first patterned pixelsubset and a second patterned pixel subset within peripheral pixelsubset 804, as described above in relation to FIG. 8. FIG. 9 illustratesyet another technique for minimizing pixel data transmission.Specifically, system 400 may identify the gaze region and the peripheralregion of display screen 600 as described above in relation to FIG. 8,for example by designating static regions as the gaze region and theperipheral region and/or by receiving eye tracking data and identifyingthe gaze region and the peripheral region based on the eye trackingdata.

Once system 400 identifies the gaze region and the peripheral region,system 400 may transmit a minimized pixel data transmission byidentifying a gaze pixel data subset including pixels corresponding tothe gaze region (i.e., pixel data corresponding to gaze pixel subset802), identifying a first patterned pixel data subset including pixelscorresponding to a first pattern of pixels within the peripheral region(i.e., pixel data corresponding to a first checkered pattern of pixelswithin peripheral pixel subset 804), identifying a second patternedpixel data subset including pixels corresponding to a second pattern ofpixels within the peripheral region (e.g., pixel data corresponding to asecond checkered pattern of pixels within peripheral pixel subset 804that is complementary to the first checkered pattern of pixels),transmitting the gaze pixel data subset, transmitting the firstpatterned pixel data subset, and abstaining from transmitting the secondpatterned pixel data subset. As described above, system 400 may stillabstain from transmitting the unviewable pixel data subset correspondingto unviewable pixel subset 704.

The first pattern of pixels within the peripheral region and the secondpattern of pixels complementary to the first pattern of pixels withinthe peripheral region may include any complementary patterns that mayserve a particular implementation. For example, FIG. 9 illustrates afirst patterned pixel subset (i.e., partially shaded pixels withinperipheral pixel subset 804) that is in a checkered pattern.Specifically, as shown, all the partially shaded pixels withinperipheral pixel subset 804 other than those bordered by either gazepixel subset 802 or unviewable pixel subset 704 touch other partiallyshaded pixels on each corner but are not directly adjacent to any otherpartially shaded pixel. To complement this first pattern of pixels ofthe first patterned pixel subset, the second patterned pixel subset(i.e., black pixels within peripheral pixel subset 804) is in a similarcheckered pattern of pixels that complements the first pattern ofpixels.

In other examples, the first pattern of pixels may include horizontalstripes of pixels, vertical stripes of pixels, diagonal stripes ofpixels, zigzag patterns of pixels, individual pixels or groupings ofpixels (e.g., shapes) distributed randomly or in a pattern, and/or anyother pattern that may serve a particular implementation. As such, thesecond pattern of pixels may include any suitable features such that thesecond pattern of pixels complements the first pattern of pixels (i.e.,by including pixels not included within the first pattern of pixels).

By transmitting only the first patterned pixel subset within peripheralpixel subset 804 while abstaining from transmitting the second patternedpixel subset within peripheral pixel subset 804, system 400 may furtherminimize (i.e., further reduce the size of) the pixel data transmission,as compared to the operations described in relation to FIG. 7 (e.g.,where all of viewable pixel subset 702 may be transmitted at the highresolution) and/or FIG. 8 (e.g., where all of viewable pixel subset 702is transmitted as mixed resolutions).

It will be understood that each of the techniques for minimizing pixeldata transmission presented consecutively in FIGS. 6-8 (i.e., abstainingfrom transmitting pixel data corresponding to unviewable regions,transmitting pixel data corresponding to peripheral regions at a reducedresolution, and abstaining from transmitting all of the pixel datacorresponding to peripheral regions, respectively) may be usedindependently (i.e., one at a time) or in any combination as may serve aparticular embodiment. For example, FIG. 7 illustrates just onetechnique being performed, FIG. 8 illustrates two techniques beingperformed, and FIG. 9 illustrates a combination of all three techniquesbeing performed. In other examples, other combinations not explicitlydescribed herein may similarly be performed. For example, system 400 maytransmit pixel data corresponding to peripheral regions at one or morereduced resolutions as described in relation to FIG. 8 and/or abstainfrom transmitting all of the pixel data corresponding to peripheralregions as described in relation to FIG. 9 while, for instance, notabstaining from transmitting pixel data corresponding to unviewableregions as described in relation to FIG. 7.

Even though system 400 may abstain from transmitting the secondpatterned pixel subset (i.e., the black checkered pattern shown inperipheral pixel subset 804 in FIG. 9) to media player device 300, thepixels corresponding to peripheral pixel subset 804 may only be seen byuser 202 in the peripheral vision of user 202, where user 202 mayperceive a lower level of detail as compared to his or her perception ofimages under his or her direct gaze. Thus, as described above, user 202may not perceive, notice, or be bothered or distracted by the lowerquality of the image presented in the peripheral region. This isparticularly true when media player device 300 is configured tointerpolate pixel values (e.g., using anti-aliasing techniques) for thepixels that system 400 abstains from transmitting.

For example, pixel block 900 shows a grouping of pixels large enough toshow both a portion of both the first patterned pixel subset and thesecond patterned pixel subset. While, in FIG. 9, the first and secondpatterns of pixels appear to be checkered pixel by pixel, it will beunderstood that other checkered patterns may be used. For example, eachof pixels 604 illustrated in FIG. 9 may actually represent a two-by-twogrouping of pixels such that the first and second patterns of pixels maybe checkered in two-by-two pixel groupings.

To illustrate, FIG. 10 shows pixel block 900 as pixel block 900 may bereceived by media player device 300 from system 400 (e.g., in minimizedpixel data transmission 506). Specifically, as shown in FIG. 10, pixelblock 900 may include two-by-two groupings of pixels 604 in a firstcheckered pattern with empty spots (e.g., a two-by-two empty grouping1000) in a second, complementary checkered pattern. FIG. 10 illustratesexemplary pixel interpolation techniques that may be performed toreplace (e.g., to fill in) empty grouping 1000 and the other empty spotsarising from the fact that system 400 abstained from transmitting thesecond patterned pixel subset of FIG. 9 to minimize the pixel datatransmission.

As shown on the left in FIG. 10, each of pixels 604 within pixel block900 may be associated with a particular pixel value (e.g., pixel datarepresentative of a color, brightness, etc., for that particular pixel604). For example, starting on the inside left and going aroundclockwise, pixels 604 of pixel block 900 are labeled with arbitrarynumbers 1 through 16 to represent pixel values for each respective pixel604. Question marks are shown corresponding to each pixel that will beinterpolated by media player device 300 in empty grouping 1000.

To the right, three different possibilities for interpolating the pixelsof empty grouping 1000 are illustrated in interpolated groupings 1002(e.g., interpolated groupings 1002-1 through 1002-3). Specifically,interpolated grouping 1002-1 illustrates a simple pixel interpolationtechnique wherein each pixel is assumed to have the value of the nearestneighboring pixel in a horizontal direction. Thus, the pixel on the topleft of interpolated grouping 1002-1 is interpolated to be a 1 like thenearest neighboring pixel to the left, the pixel on the top right isinterpolated to be a 4 like the nearest neighboring pixel to the right,the pixel on the bottom left is interpolated to be an 8 like the nearestneighboring pixel to the left, and the pixel on the bottom right isinterpolated to be a 5 like the nearest neighboring pixel to the right.

Interpolated grouping 1002-2 illustrates a similar pixel interpolationtechnique wherein each pixel is assumed to have the value of the nearestneighboring pixel in a vertical direction. Thus, the pixel on the topleft of interpolated grouping 1002-2 is interpolated to be a 2 like thenearest neighboring pixel above it, the pixel on the top right isinterpolated to be a 3 like the nearest neighboring pixel above it, thepixel on the bottom left is interpolated to be a 7 like the nearestneighboring pixel below it, and the pixel on the bottom right isinterpolated to be a 6 like the nearest neighboring pixel below it.

Interpolated grouping 1002-3 illustrates a slightly more complex pixelinterpolation technique that combines the techniques illustrated byinterpolated groupings 1002-1 and 1002-2, wherein each pixel is assignedan average of the value of the nearest neighboring pixel in thehorizontal direction and of the value of the nearest neighboring pixelin the vertical direction. Thus, the pixel on the top left ofinterpolated grouping 1002-3 is interpolated to be an average of 1 (thenearest neighboring pixel to the left) and 2 (the nearest neighboringpixel above), and is illustrated using a notation “1+2” to represent theaverage of the pixel values (i.e., a color, brightness, etc., betweenthe color and brightness of pixel value 1 and pixel value 2). Similarly,the pixel on the top right is interpolated to be an average of 4 (thenearest neighboring pixel to the right) and 5 (the nearest neighboringpixel above), the pixel on the bottom left is interpolated to be anaverage of 8 (the nearest neighboring pixel to the left) and 7 (thenearest neighboring pixel below), and the pixel on the bottom right isinterpolated to be an average of 5 (the nearest neighboring pixel to theright) and 6 (the nearest neighboring pixel below). The techniquesillustrated in FIG. 10 are exemplary only. In other examples, otherpixel interpolation techniques (e.g., anti-aliasing techniques) may beused as may serve a particular embodiment.

Significant and quantitatively measurable system improvements (e.g.,related to lower processing burdens, enhanced processing speed,optimized memory and/or transmission bandwidth usage, etc.) may resultfrom minimizing pixel data transmissions using methods and systemsdescribed herein. For example, minimizing a pixel data transmission byabstaining from transmitting an unviewable pixel data subsetrepresentative of pixels that correspond to one or more regions of ahead-mounted display screen that are predetermined to be unviewable bythe user while the user experiences the immersive virtual reality worldmay reduce the pixel data transmitted by approximately 20%-25% (e.g.,depending on the design of the head-mounted display screen and/or theshapes of the one or more regions the system abstains fromtransmitting). Similarly, transmitting the peripheral pixel data subsetat a low resolution may reduce the pixel data associated with theperipheral pixel data subset by approximately 50% (e.g., assuming thelow resolution is half the quality of the high resolution), andabstaining from transmitting the second patterned pixel data subset mayfurther reduce the pixel data associated with the peripheral pixel datasubset by approximately 50% more (e.g., assuming a checkered patternsuch as illustrated in FIG. 9). Accordingly, total transmissionbandwidth savings of approximately 30%-40% or even more may berealizable if all of the methods for minimizing pixel data transmissiondescribed herein are combined together.

FIG. 11 illustrates an exemplary method 1100 for minimizing pixel datatransmission in a network-based virtual reality media deliveryconfiguration. While FIG. 11 illustrates exemplary operations accordingto one embodiment, other embodiments may omit, add to, reorder, and/ormodify any of the operations shown in FIG. 11. One or more of theoperations shown in FIG. 11 may be performed by system 400 and/or anyimplementation thereof.

In operation 1102, a virtual reality media provider system may managevirtual reality world data representative of an immersive virtualreality world. Operation 1102 may be performed in any of the waysdescribed herein.

In operation 1104, the virtual reality media provider system may receivea request from a media player device for the media player device toreceive a pixel data transmission representative of a particular sceneof the immersive virtual reality world. For example, the virtual realitymedia provider system may receive the request from the media playerdevice by way of a network. In some examples, the media player devicemay include a head-mounted display screen worn by a user to view theparticular scene as the user experiences the immersive virtual realityworld using the media player device. Operation 1104 may be performed inany of the ways described herein.

In operation 1106, the virtual reality media provider system mayidentify pixel data representative of a set of pixels that constitutethe particular scene. For example, the pixel data may be included withinthe virtual reality world data. The virtual reality media providersystem may perform operation 1106 in response to receiving the requestin operation 1104. Operation 1106 may be performed in any of the waysdescribed herein.

In operation 1108, the virtual reality media provider system may providea minimized pixel data transmission representative of the particularscene to the media player device by way of the network. For example, thevirtual reality media provider system may provide the minimized pixeldata transmission in response to the request received in operation 1104.Operation 1108 may be performed in any of the ways described herein. Forexample, operation 1108 may be performed by 1) transmitting a viewablepixel data subset included in the pixel data and representative ofpixels that correspond to one or more regions of the head-mounteddisplay screen that are predetermined to be viewable by the user whilethe user experiences the immersive virtual reality world. Additionally,operation 1108 may be further performed by 2) abstaining fromtransmitting an unviewable pixel data subset included in the pixel dataand representative of pixels that correspond to one or more regions ofthe head-mounted display screen that are predetermined to be unviewableby the user while the user experiences the immersive virtual realityworld.

FIG. 12 illustrates an exemplary method 1200 for minimizing pixel datatransmission in a network-based virtual reality media deliveryconfiguration. While FIG. 12 illustrates exemplary operations accordingto one embodiment, other embodiments may omit, add to, reorder, and/ormodify any of the operations shown in FIG. 12. One or more of theoperations shown in FIG. 12 may be performed by system 400 and/or anyimplementation thereof.

In operation 1202, a virtual reality media provider system may managevirtual reality world data representative of an immersive virtualreality world. Operation 1202 may be performed in any of the waysdescribed herein.

In operation 1204, the virtual reality media provider system may receivea request from a media player device for the media player device toreceive a pixel data transmission representative of a particular sceneof the immersive virtual reality world. For example, the virtual realitymedia provider system may receive the request from the media playerdevice by way of a network. In some examples, the media player devicemay include a head-mounted display screen worn by a user to view theparticular scene as the user experiences the immersive virtual realityworld using the media player device. Operation 1204 may be performed inany of the ways described herein.

In operation 1206, the virtual reality media provider system mayidentify pixel data included within the virtual reality world data andrepresentative of a set of pixels that constitute the particular scene.For example, operation 1206 may be performed in response to the requestreceived in operation 1204. Operation 1206 may be performed in any ofthe ways described herein.

In operation 1208, the virtual reality media provider system mayidentify one or more regions of the head-mounted display screen that arepredetermined to be viewable by the user while the user experiences theimmersive virtual reality world and one or more regions of thehead-mounted display screen that are predetermined to be unviewable bythe user while the user experiences the immersive virtual reality world.Operation 1208 may be performed in any of the ways described herein.

In operation 1210, the virtual reality media provider system mayidentify a gaze region of the head-mounted display screen located withinthe one or more regions of the head-mounted display screen that arepredetermined to be viewable by the user and associated with a directgaze of the user. Operation 1210 may be performed in any of the waysdescribed herein. For example, operation 1210 may be performed inresponse to the request received in operation 1204.

In operation 1212, the virtual reality media provider system mayidentify a peripheral region of the head-mounted display screen locatedwithin the one or more regions of the head-mounted display screen thatare predetermined to be viewable by the user and associated with aperipheral vision of the user such that the user perceives a higherlevel of detail within the gaze region than within the peripheralregion. Operation 1212 may be performed in any of the ways describedherein. For example, operation 1212 may be performed in response to therequest received in operation 1204.

In operation 1214, the virtual reality media provider system may providea minimized pixel data transmission representative of the particularscene to the media player device by way of the network and in responseto the request. Operation 1214 may be performed in any of the waysdescribed herein. For example, the virtual reality media provider systemmay provide the minimized pixel data transmission by 1) identifying aviewable pixel data subset included in the pixel data and representativeof pixels that correspond to the one or more regions of the head-mounteddisplay screen that are predetermined to be viewable by the user. Insome examples, the viewable pixel data subset may include a gaze pixeldata subset including pixels corresponding to the gaze region of thehead-mounted display screen, a peripheral pixel data subset includingpixels corresponding to the peripheral region of the head-mounteddisplay screen, a first patterned pixel data subset including pixelscorresponding to a first pattern of pixels within the peripheral regionof the head-mounted display screen, and a second patterned pixel datasubset including pixels corresponding to a second pattern of pixelswithin the peripheral region of the head-mounted display screen andcomplementary to the first pattern of pixels. Additionally, the virtualreality media provider system may further provide the minimized pixeldata transmission by 2) converting the peripheral pixel data subset froma high resolution to a low resolution lower than the high resolution, 3)transmitting the viewable pixel data subset by transmitting the gazepixel data subset at the high resolution, transmitting the firstpatterned pixel data subset at the low resolution, and abstaining fromtransmitting the second patterned pixel data subset, and 4) abstainingfrom transmitting an unviewable pixel data subset included in the pixeldata and representative of pixels that correspond to the one or moreregions of the head-mounted display screen that are predetermined to beunviewable by the user.

In certain embodiments, one or more of the systems, components, and/orprocesses described herein may be implemented and/or performed by one ormore appropriately configured computing devices. To this end, one ormore of the systems and/or components described above may include or beimplemented by any computer hardware and/or computer-implementedinstructions (e.g., software) embodied on at least one non-transitorycomputer-readable medium configured to perform one or more of theprocesses described herein. In particular, system components may beimplemented on one physical computing device or may be implemented onmore than one physical computing device. Accordingly, system componentsmay include any number of computing devices, and may employ any of anumber of computer operating systems.

In certain embodiments, one or more of the processes described hereinmay be implemented at least in part as instructions embodied in anon-transitory computer-readable medium and executable by one or morecomputing devices. In general, a processor (e.g., a microprocessor)receives instructions, from a non-transitory computer-readable medium,(e.g., a memory, etc.), and executes those instructions, therebyperforming one or more processes, including one or more of the processesdescribed herein. Such instructions may be stored and/or transmittedusing any of a variety of known computer-readable media.

A computer-readable medium (also referred to as a processor-readablemedium) includes any non-transitory medium that participates inproviding data (e.g., instructions) that may be read by a computer(e.g., by a processor of a computer). Such a medium may take many forms,including, but not limited to, non-volatile media, and/or volatilemedia. Non-volatile media may include, for example, optical or magneticdisks and other persistent memory. Volatile media may include, forexample, dynamic random access memory (“DRAM”), which typicallyconstitutes a main memory. Common forms of computer-readable mediainclude, for example, a disk, hard disk, magnetic tape, any othermagnetic medium, a compact disc read-only memory (“CD-ROM”), a digitalvideo disc (“DVD”), any other optical medium, random access memory(“RAM”), programmable read-only memory (“PROM”), electrically erasableprogrammable read-only memory (“EPROM”), FLASH-EEPROM, any other memorychip or cartridge, or any other tangible medium from which a computercan read.

FIG. 13 illustrates an exemplary computing device 1300 that may bespecifically configured to perform one or more of the processesdescribed herein. As shown in FIG. 13, computing device 1300 may includea communication interface 1302, a processor 1304, a storage device 1306,and an input/output (“I/O”) module 1308 communicatively connected via acommunication infrastructure 1310. While an exemplary computing device1300 is shown in FIG. 13, the components illustrated in FIG. 13 are notintended to be limiting. Additional or alternative components may beused in other embodiments. Components of computing device 1300 shown inFIG. 13 will now be described in additional detail.

Communication interface 1302 may be configured to communicate with oneor more computing devices. Examples of communication interface 1302include, without limitation, a wired network interface (such as anetwork interface card), a wireless network interface (such as awireless network interface card), a modem, an audio/video connection,and any other suitable interface.

Processor 1304 generally represents any type or form of processing unitcapable of processing data or interpreting, executing, and/or directingexecution of one or more of the instructions, processes, and/oroperations described herein. Processor 1304 may direct execution ofoperations in accordance with one or more applications 1312 or othercomputer-executable instructions such as may be stored in storage device1306 or another computer-readable medium.

Storage device 1306 may include one or more data storage media, devices,or configurations and may employ any type, form, and combination of datastorage media and/or device. For example, storage device 1306 mayinclude, but is not limited to, a hard drive, network drive, flashdrive, magnetic disc, optical disc, RAM, dynamic RAM, other non-volatileand/or volatile data storage units, or a combination or sub-combinationthereof. Electronic data, including data described herein, may betemporarily and/or permanently stored in storage device 1306. Forexample, data representative of one or more executable applications 1312configured to direct processor 1304 to perform any of the operationsdescribed herein may be stored within storage device 1306. In someexamples, data may be arranged in one or more databases residing withinstorage device 1306.

I/O module 1308 may include one or more I/O modules configured toreceive user input and provide user output. One or more I/O modules maybe used to receive input for a single virtual reality experience. I/Omodule 1308 may include any hardware, firmware, software, or combinationthereof supportive of input and output capabilities. For example, I/Omodule 1308 may include hardware and/or software for capturing userinput, including, but not limited to, a keyboard or keypad, atouchscreen component (e.g., touchscreen display), a receiver (e.g., anRF or infrared receiver), motion sensors, and/or one or more inputbuttons.

I/O module 1308 may include one or more devices for presenting output toa user, including, but not limited to, a graphics engine, a display(e.g., a display screen), one or more output drivers (e.g., displaydrivers), one or more audio speakers, and one or more audio drivers. Incertain embodiments, I/O module 1308 is configured to provide graphicaldata to a display for presentation to a user. The graphical data may berepresentative of one or more graphical user interfaces and/or any othergraphical content as may serve a particular implementation.

In some examples, any of the facilities described herein may beimplemented by or within one or more components of computing device1300. For example, one or more applications 1312 residing within storagedevice 1306 may be configured to direct processor 1304 to perform one ormore processes or functions associated with management facility 402 ofsystem 400 (see FIG. 4). Likewise, storage facility 404 of system 400may be implemented by or within storage device 1306.

To the extent the aforementioned embodiments collect, store, and/oremploy personal information provided by individuals, it should beunderstood that such information shall be used in accordance with allapplicable laws concerning protection of personal information.Additionally, the collection, storage, and use of such information maybe subject to consent of the individual to such activity, for example,through well known “opt-in” or “opt-out” processes as may be appropriatefor the situation and type of information. Storage and use of personalinformation may be in an appropriately secure manner reflective of thetype of information, for example, through various encryption andanonymization techniques for particularly sensitive information.

In the preceding description, various exemplary embodiments have beendescribed with reference to the accompanying drawings. It will, however,be evident that various modifications and changes may be made thereto,and additional embodiments may be implemented, without departing fromthe scope of the invention as set forth in the claims that follow. Forexample, certain features of one embodiment described herein may becombined with or substituted for features of another embodimentdescribed herein. The description and drawings are accordingly to beregarded in an illustrative rather than a restrictive sense.

What is claimed is:
 1. A method comprising: identifying, by a virtualreality media provider system within pixel data representative of a setof pixels that constitute a particular scene to be transmitted to amedia player device that includes a head-mounted display screen worn bya user to view the particular scene, a viewable pixel data subsetrepresentative of pixels corresponding to non-overlapping portions oftwo overlapping shapes arranged on the head-mounted display screen;identifying, by the virtual reality media provider system within thepixel data, an unviewable pixel data subset representative of pixelscorresponding to an overlapping portion of the two overlapping shapesarranged on the head-mounted display screen; transmitting, by thevirtual reality media provider system, the identified viewable pixeldata subset to the media player device; and abstaining fromtransmitting, by the virtual reality media provider system, theidentified unviewable pixel data subset to the media player device. 2.The method of claim 1, wherein the identifying of the viewable pixeldata subset and the identifying of the unviewable pixel data subset areperformed based on regions defined by a predetermined mask.
 3. Themethod of claim 2, wherein the predetermined mask is determined based onone or more factors including at least one of: a configuration of lenseswithin a head-mounted virtual reality device that includes thehead-mounted display screen; a relative size of the head-mounted displayscreen; a distance from the head-mounted display screen to the lenseswhen the user wears the head-mounted display screen; and a distance fromthe lenses to respective eyes of the user when the user wears thehead-mounted display screen.
 4. The method of claim 1, wherein: theidentifying of the viewable pixel data subset includes identifying,within the identified viewable pixel data subset, a gaze pixel datasubset representative of pixels corresponding to a gaze region locatedwithin the non-overlapping portions of the two overlapping shapes andassociated with a direct gaze of the user, and identifying, within theidentified viewable pixel data subset, a peripheral pixel data subsetrepresentative of pixels corresponding to a peripheral region locatedwithin the non-overlapping portion of the two overlapping shapes andassociated with a peripheral vision of the user; and the transmitting ofthe identified viewable pixel data subset includes transmitting theidentified gaze pixel data subset, and transmitting, using a minimizedpixel data transmission, the identified peripheral pixel data subset. 5.The method of claim 4, wherein the identifying of the gaze pixel datasubset and the identifying of the peripheral pixel data subset areperformed based on two static regions of the head-mounted displayscreen, each static region of the two static regions configured to belocated directly in front of a different respective eye of the user whenthe user wears the head-mounted display screen.
 6. The method of claim4, further comprising receiving, by the virtual reality media providersystem from the media player device, eye tracking data representative ofeye movements of the user as the user wears the head-mounted displayscreen; wherein the identifying of the gaze pixel data subset and theidentifying of the peripheral pixel data subset are both performeddynamically based on the received eye tracking data representative ofthe eye movements of the user.
 7. The method of claim 4, wherein: thetransmitting of the identified gaze pixel data subset is performed bytransmitting the identified gaze pixel data subset at a high resolution;and the transmitting of the identified peripheral pixel data subsetusing the minimized pixel data transmission is performed by convertingthe identified peripheral pixel data subset from the high resolution toa low resolution lower than the high resolution, and transmitting theidentified peripheral pixel data subset at the low resolution.
 8. Themethod of claim 4, wherein the transmitting of the identified peripheralpixel data subset using the minimized pixel data transmission isperformed by: identifying a first patterned pixel data subset within theidentified peripheral pixel data subset, the first patterned pixel datasubset corresponding to a first pattern of pixels within the peripheralregion of the head-mounted display screen; identifying a secondpatterned pixel data subset within the identified peripheral pixel datasubset, the second patterned pixel data subset corresponding to a secondpattern of pixels within the peripheral region of the head-mounteddisplay screen, the second pattern of pixels complementary to the firstpattern of pixels; transmitting the first patterned pixel data subset;and abstaining from transmitting the second patterned pixel data subset.9. The method of claim 4, wherein: the transmitting of the identifiedgaze pixel data subset is performed by transmitting the identified gazepixel data subset at a high resolution; and the transmitting of theidentified peripheral pixel data subset using the minimized pixel datatransmission is performed by identifying a first patterned pixel datasubset within the identified peripheral pixel data subset, the firstpatterned pixel data subset corresponding to a first pattern of pixelswithin the peripheral region of the head-mounted display screen,identifying a second patterned pixel data subset within the identifiedperipheral pixel data subset, the second patterned pixel data subsetcorresponding to a second pattern of pixels within the peripheral regionof the head-mounted display screen, the second pattern of pixelscomplementary to the first pattern of pixels, converting the firstpatterned pixel data subset from the high resolution to a low resolutionlower than the high resolution, transmitting the first patterned pixeldata subset at the low resolution, and abstaining from transmitting thesecond patterned pixel data subset.
 10. The method of claim 1, embodiedas computer-executable instructions on at least one non-transitorycomputer-readable medium.
 11. A method comprising: managing, by avirtual reality media provider system, virtual reality world datarepresentative of an immersive virtual reality world; receiving, by thevirtual reality media provider system by way of a network, a requestfrom a media player device for the media player device to receive apixel data transmission representative of a particular scene of theimmersive virtual reality world, the media player device including ahead-mounted display screen worn by a user to view the particular sceneas the user experiences the immersive virtual reality world using themedia player device; identifying, by the virtual reality media providersystem within pixel data representative of the set of pixels thatconstitute the particular scene, a viewable pixel data subsetrepresentative of pixels corresponding to non-overlapping portions oftwo overlapping shapes arranged on the head-mounted display screen;identifying, by the virtual reality media provider system within thepixel data, an unviewable pixel data subset representative of pixelscorresponding to an overlapping portion of the two overlapping shapesarranged on the head-mounted display screen; transmitting, by thevirtual reality media provider system, the identified viewable pixeldata subset to the media player device while the user wears thehead-mounted display screen to experience the immersive virtual realityworld; and abstaining from transmitting, by the virtual reality mediaprovider system, the identified unviewable pixel data subset to themedia player device while the user wears the head-mounted display screento experience the immersive virtual reality world.
 12. The method ofclaim 11, embodied as computer-executable instructions on at least onenon-transitory computer-readable medium.
 13. A system comprising: atleast one physical computing device that identifies, within pixel datarepresentative of a set of pixels that constitute a particular scene tobe transmitted to a media player device that includes a head-mounteddisplay screen worn by a user to view the particular scene, a viewablepixel data subset representative of pixels corresponding tonon-overlapping portions of two overlapping shapes arranged on thehead-mounted display screen; identifies, within the pixel data, anunviewable pixel data subset representative of pixels corresponding toan overlapping portion of the two overlapping shapes arranged on thehead-mounted display screen; transmits the identified viewable pixeldata subset to the media player device; and abstains from transmittingthe identified unviewable pixel data subset to the media player device.14. The system of claim 13, wherein the at least one physical computingdevice identifies the viewable pixel data subset and identifies theunviewable pixel data subset based on regions defined by a predeterminedmask.
 15. The system of claim 13, wherein: as part of the identificationof the viewable pixel data subset, the at least one physical computingdevice identifies, within the identified viewable pixel data subset, agaze pixel data subset representative of pixels corresponding to a gazeregion located within the non-overlapping portions of the twooverlapping shapes and associated with a direct gaze of the user, andidentifies, within the identified viewable pixel data subset, aperipheral pixel data subset representative of pixels corresponding to aperipheral region located within the non-overlapping portion of the twooverlapping shapes and associated with a peripheral vision of the user;and the at least one physical computing device transmits the identifiedviewable pixel data subset by transmitting the identified gaze pixeldata subset, and transmitting, using a minimized pixel datatransmission, the identified peripheral pixel data subset.
 16. Thesystem of claim 15, wherein the at least one physical computing deviceidentifies the gaze pixel data subset and identifies the peripheralpixel data subset based on two static regions of the head-mounteddisplay screen, each static region of the two static regions configuredto be located directly in front of a different respective eye of theuser when the user wears the head-mounted display screen.
 17. The systemof claim 15, wherein the at least one physical computing device further:receives, from the media player device, eye tracking data representativeof eye movements of the user as the user wears the head-mounted displayscreen; wherein the at least one physical computing device identifiesthe gaze pixel data subset and the peripheral pixel data subsetdynamically based on the received eye tracking data representative ofthe eye movements of the user.
 18. The system of claim 15, wherein: theat least one physical computing device transmits the identified gazepixel data subset at a high resolution; and the at least one physicalcomputing device transmits the identified peripheral pixel data subsetusing the minimized pixel data transmission by converting the identifiedperipheral pixel data subset from the high resolution to a lowresolution lower than the high resolution, and transmitting theidentified peripheral pixel data subset at the low resolution.
 19. Thesystem of claim 15, wherein the at least one physical computing devicetransmits the identified peripheral pixel data subset using theminimized pixel data transmission by: identifying a first patternedpixel data subset within the identified peripheral pixel data subset,the first patterned pixel data subset corresponding to a first patternof pixels within the peripheral region of the head-mounted displayscreen; identifying a second patterned pixel data subset within theidentified peripheral pixel data subset, the second patterned pixel datasubset corresponding to a second pattern of pixels within the peripheralregion of the head-mounted display screen, the second pattern of pixelscomplementary to the first pattern of pixels; transmitting the firstpatterned pixel data subset; and abstaining from transmitting the secondpatterned pixel data subset.
 20. The system of claim 15, wherein: the atleast one physical computing device transmits the identified gaze pixeldata subset at a high resolution; and the at least one physicalcomputing device transmits the identified peripheral pixel data subsetusing the minimized pixel data transmission by identifying a firstpatterned pixel data subset within the identified peripheral pixel datasubset, the first patterned pixel data subset corresponding to a firstpattern of pixels within the peripheral region of the head-mounteddisplay screen, identifying a second patterned pixel data subset withinthe identified peripheral pixel data subset, the second patterned pixeldata subset corresponding to a second pattern of pixels within theperipheral region of the head-mounted display screen, the second patternof pixels complementary to the first pattern of pixels, converting thefirst patterned pixel data subset from the high resolution to a lowresolution lower than the high resolution, transmitting the firstpatterned pixel data subset at the low resolution, and abstaining fromtransmitting the second patterned pixel data subset.